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LegaSynth 0.4.1
LegaSynth is an old chip/synthethizer emulator. more>>
LegaSynth is an old chip and synthethizer emulator.
Current engines proovide very precise emulation of:
- Yamaha DX7 FM
- MOS6581 Sound Interface Device (or best known as the good old C64 SID :)
- Yamaha YMH2K series (Soundchip very popular in small Yamaha keyboards/Arcades and the Sega GENESIS)
- TB303 - Still needs some work, but its perfectly usable.
LegaSynth Programming Framework:
- LegaSynth is also a very powerful synthethizer programming framework, where, with only a few lines of code you can have your own engine going.
- A simple demo engine and some documentation are aviable within the source tarball.
- The difference between LegaSynth and other programs such as Reaktor, Bristol, PD, csound,etc is that here the engines have to be actually programmed and optimized by hand, this way legasynth achieves unparalleled speed and polyphony.
<<lessCurrent engines proovide very precise emulation of:
- Yamaha DX7 FM
- MOS6581 Sound Interface Device (or best known as the good old C64 SID :)
- Yamaha YMH2K series (Soundchip very popular in small Yamaha keyboards/Arcades and the Sega GENESIS)
- TB303 - Still needs some work, but its perfectly usable.
LegaSynth Programming Framework:
- LegaSynth is also a very powerful synthethizer programming framework, where, with only a few lines of code you can have your own engine going.
- A simple demo engine and some documentation are aviable within the source tarball.
- The difference between LegaSynth and other programs such as Reaktor, Bristol, PD, csound,etc is that here the engines have to be actually programmed and optimized by hand, this way legasynth achieves unparalleled speed and polyphony.
Download (0.29MB)
Added: 2005-12-02 License: GPL (GNU General Public License) Price:
1427 downloads

MEKA 0.72
MEKA is a multi-machine emulator for MS-DOS, MS-Windows and maybe GNU/Linux. more>> MEKA is a multi-machine emulator for MS-DOS, MS-Windows and maybe GNU/Linux.
The following machines are supported by MEKA:
Sega Game 1000 (SG-1000)
Sega Computer 3000 (SC-3000)
Sega Super Control Station (SF-7000)
Sega Mark III (+ FM Unit)
Sega Master System (SMS)
Sega Game Gear (GG)
ColecoVision (COLECO)
Othello Multivision (OMV)
MEKA also include a powerful debugger and various debugging/hacking tools.
MEKA is the result of a several years effort from several persons.
Omar Cornut "Bock" - Machine emulation, Graphical User Interface, tools, and other general things. Im the main responsible for MEKA, although other people have contributed with various important work (read below).
Hiromitsu Shioya "Hiro-shi" has been working on the original MEKA sound engine years ago. His work still shows in the main sound engine structure, YM-2413 emulation through OPL and the sound interface to the SEAL Audio library.
Marat Fayzullin "Rst38h" wrote a Z80 CPU core for his various emulation project, and that ended being used in MEKA. Ive brought fixes and improvements to the core, but the very most of work is definitively from Marat.
Maxim has contributed work and research on the SN-76496 PSG along with an implementation that eventually replaced the initial one.
Mitsutaka Okazaki has wrote a digital YM-2413 emulator named Emu2413, which was implemented in MEKA. You can hear this emulator by enabling FM Unit and digital emulation.
Ulrich Cordes finally wrote a FDC-765 emulator that was used as a base to emulate the floppy disk controller of the SF-7000.
MEKA is distributed freely on the internet as a downloadable ZIP archive containing the whole, non-crippled program and additionnal data and documentation related to it.
If you like the emulator, any form of contribution is greatly welcome and appreciated. Contributions helps the MEKA and SMS Power! projects, which are tied together.<<less
Download (777KB)
Added: 2009-04-22 License: Freeware Price: Free
190 downloads
disktype 9
disktype is a disk and disk image format analyzer. more>>
disktypes purpose of disktype is to detect the content format of a disk or disk image. It knows about common file systems, partition tables, and boot codes.
The program is written in C and is designed to compile on any modern Unix flavour1. It is self-contained and in general works without special libraries or headers. Some system-dependent features can be used to gather additional information.
As of version 8, disktype knows about the following formats:
File systems:
- FAT12/FAT16/FAT32
- NTFS
- HPFS
- MFS, HFS, HFS Plus
- ISO9660
- UDF
- ext2/ext3
- Minix
- ReiserFS
- Reiser4
- Linux romfs
- Linux cramfs
- Linux squashfs
- UFS (some variations)
- SysV FS (some variations)
- JFS
- XFS
- Amiga FS/FFS
- BeOS BFS
- QNX4 FS
- 3DO CD-ROM FS
- Veritas VxFS
- Xbox DVD file system
Partitioning:
- DOS/PC style
- Apple
- Amiga "Rigid Disk"
- ATARI ST (AHDI3)
- BSD disklabel
- Linux RAID physical disks
- Linux LVM1 physical volumes
- Linux LVM2 physical volumes
- Solaris SPARC disklabel
- Solaris x86 disklabel (vtoc)
Other structures:
- Debian split floppy header
- Linux swap
Disk images:
- Raw CD image (.bin)
- Virtual PC hard disk image
- Apple UDIF disk image (limited)
Boot codes:
- LILO
- GRUB
- SYSLINUX
- ISOLINUX
- Linux kernel
- FreeBSD loader
- Sega Dreamcast (?)
Compression formats:
- gzip
- compress
- bzip2
Archive formats:
- tar
- cpio
- bar
- dump/restore
Enhancements:
- Added file systems: Amiga SFS.
- Added other structures: Linux cloop (detection only), EFI GPT, Windows/MS-DOS boot loader, BeOS boot loader.
- Improved file systems: Amiga FS/FFS, Amiga PFS, Linux squashfs.
- Improved other structures: Amiga "Rigid Disk" partitioning, LILO, ISO9660 El Torito.
<<lessThe program is written in C and is designed to compile on any modern Unix flavour1. It is self-contained and in general works without special libraries or headers. Some system-dependent features can be used to gather additional information.
As of version 8, disktype knows about the following formats:
File systems:
- FAT12/FAT16/FAT32
- NTFS
- HPFS
- MFS, HFS, HFS Plus
- ISO9660
- UDF
- ext2/ext3
- Minix
- ReiserFS
- Reiser4
- Linux romfs
- Linux cramfs
- Linux squashfs
- UFS (some variations)
- SysV FS (some variations)
- JFS
- XFS
- Amiga FS/FFS
- BeOS BFS
- QNX4 FS
- 3DO CD-ROM FS
- Veritas VxFS
- Xbox DVD file system
Partitioning:
- DOS/PC style
- Apple
- Amiga "Rigid Disk"
- ATARI ST (AHDI3)
- BSD disklabel
- Linux RAID physical disks
- Linux LVM1 physical volumes
- Linux LVM2 physical volumes
- Solaris SPARC disklabel
- Solaris x86 disklabel (vtoc)
Other structures:
- Debian split floppy header
- Linux swap
Disk images:
- Raw CD image (.bin)
- Virtual PC hard disk image
- Apple UDIF disk image (limited)
Boot codes:
- LILO
- GRUB
- SYSLINUX
- ISOLINUX
- Linux kernel
- FreeBSD loader
- Sega Dreamcast (?)
Compression formats:
- gzip
- compress
- bzip2
Archive formats:
- tar
- cpio
- bar
- dump/restore
Enhancements:
- Added file systems: Amiga SFS.
- Added other structures: Linux cloop (detection only), EFI GPT, Windows/MS-DOS boot loader, BeOS boot loader.
- Improved file systems: Amiga FS/FFS, Amiga PFS, Linux squashfs.
- Improved other structures: Amiga "Rigid Disk" partitioning, LILO, ISO9660 El Torito.
Download (0.040MB)
Added: 2006-06-05 License: MIT/X Consortium License Price:
1250 downloads
Yabause 0.8.6
Yabause is a Sega Saturn emulator. more>>
Yabause is a Sega Saturn emulator under GNU GPL. It currently runs on GNU/Linux and is being ported to Microsoft Windows and Mac OS X.
Yabause is also ported to the Sega Dreamcast as a separate project : Yabause-dc.
Be aware that this project is at an early stage. Dont expect to play commercial games on your PC. This software is released for testing purposes only, and is essentially aimed to developers.
Enhancements:
- Lot of bug fixes and addition of COFF support.
<<lessYabause is also ported to the Sega Dreamcast as a separate project : Yabause-dc.
Be aware that this project is at an early stage. Dont expect to play commercial games on your PC. This software is released for testing purposes only, and is essentially aimed to developers.
Enhancements:
- Lot of bug fixes and addition of COFF support.
Download (0.32MB)
Added: 2007-08-20 License: GPL (GNU General Public License) Price:
826 downloads
Generator 0.35
Generator project is a Sega Genesis (MegaDrive) emulator. more>>
Generator project is a Sega Genesis (MegaDrive) emulator.
Generator is a portable Sega Genesis (Mega Drive) emulator with gtk/SDL, SVGAlib and Tcl/Tk user interfaces.
It features its own unique portable 68000 core processor emulation enhanced by recompilation techniques.
Enhancements:
- [CORE] Support for Genecyst patch files / Game Genie
- [CORE] Support for AVI uncompressed and MJPEG output
- [68000] Re-added busy wait removal that got lost
- [SOUND] Added configurable single-pole low-pass filter
- [CORE] Added autoconf/automake version checks
- [VDP] Fix FIFO busy flag (Nicholas Van Veen)
- [SOUND] Various further endian improvements from Bastien Nocera
- and andi@fischlustig.de (Debian)
- [SOUND] Various BSD compatibility improvements from
- Alistair Crooks and Michael Core (NetBSD)
- [UI] SDL Joystick support from Matthew N. Dodd (FreeBSD)
- [68000] Do pre-decrement with two reads (Steve Snake)
- [68000] Make TAS not write (Steve Snake) fixes Gargoyles, Ex Mutant
- [68000] Re-write ABCD,etc based on info from Bart Trzynadlowski
- [68000] Implement missing BTST op-code (fixes NHL Hockey 94)
<<lessGenerator is a portable Sega Genesis (Mega Drive) emulator with gtk/SDL, SVGAlib and Tcl/Tk user interfaces.
It features its own unique portable 68000 core processor emulation enhanced by recompilation techniques.
Enhancements:
- [CORE] Support for Genecyst patch files / Game Genie
- [CORE] Support for AVI uncompressed and MJPEG output
- [68000] Re-added busy wait removal that got lost
- [SOUND] Added configurable single-pole low-pass filter
- [CORE] Added autoconf/automake version checks
- [VDP] Fix FIFO busy flag (Nicholas Van Veen)
- [SOUND] Various further endian improvements from Bastien Nocera
- and andi@fischlustig.de (Debian)
- [SOUND] Various BSD compatibility improvements from
- Alistair Crooks and Michael Core (NetBSD)
- [UI] SDL Joystick support from Matthew N. Dodd (FreeBSD)
- [68000] Do pre-decrement with two reads (Steve Snake)
- [68000] Make TAS not write (Steve Snake) fixes Gargoyles, Ex Mutant
- [68000] Re-write ABCD,etc based on info from Bart Trzynadlowski
- [68000] Implement missing BTST op-code (fixes NHL Hockey 94)
Download (0.45MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1094 downloads
Warehouse 0.0.2
Warehouse project is a shoving boxes game. more>>
Warehouse project is a shoving boxes game.
Warehouse is a puzzle/strategy game that involves shoving boxes around a crowded warehouse.
It is loosly based off of the classic "Shove It" game for the SEGA Genisis (Actually much of the current level design is from my memories of playing that game).
<<lessWarehouse is a puzzle/strategy game that involves shoving boxes around a crowded warehouse.
It is loosly based off of the classic "Shove It" game for the SEGA Genisis (Actually much of the current level design is from my memories of playing that game).
Download (0.21MB)
Added: 2006-12-27 License: GPL (GNU General Public License) Price:
1032 downloads
Sonic Action Beta 3
Sonic Action is a multiplatform Sonic fangame based on the SRB2 story. more>>
Sonic Action is the first SRB2 Town related game. Anywhere, instead of the standard story that you read everyday, this time the viewpoint is more orientated to Sonic.
But Im not saying that well not appear in the game, nothing of that kind. Im planning to get we appear in the game. So dont ask me about that.
The engine of Sonic Action is incredibly good: you can think that Sega made it. Thats because six months of developing can do wonderful things. And this is not developed using programs such as Game Maker, MFF or TGF, normally used for make fangames, its programmed in C++ with Allegro.
And is more: Tails92 will port the different versions of Sonic Action to other OS like Linux or FreeBSD (Sonic Action is orignally programmed for Windows).
The story is very original, as far as the fangames stories that I know.. But you can get more info in the Sonic Action sections (scroll down the menu).
Enhancements:
- New levels: Badnik City and Eggman Base (the last is incomplete).
<<lessBut Im not saying that well not appear in the game, nothing of that kind. Im planning to get we appear in the game. So dont ask me about that.
The engine of Sonic Action is incredibly good: you can think that Sega made it. Thats because six months of developing can do wonderful things. And this is not developed using programs such as Game Maker, MFF or TGF, normally used for make fangames, its programmed in C++ with Allegro.
And is more: Tails92 will port the different versions of Sonic Action to other OS like Linux or FreeBSD (Sonic Action is orignally programmed for Windows).
The story is very original, as far as the fangames stories that I know.. But you can get more info in the Sonic Action sections (scroll down the menu).
Enhancements:
- New levels: Badnik City and Eggman Base (the last is incomplete).
Download (0.77MB)
Added: 2006-10-05 License: GPL (GNU General Public License) Price:
728 downloads
Ice Hockey Manager 0.3
Ice Hockey Manager is a hockey simulator. more>>
Ice Hockey Manager is a hockey simulator which has the ultimate goal of creating a game that offers the most realistic simulation experience possible. Our focus is more on substance than style.
While we want the game to be intuitive, we arent looking to compete with the flashy 3D graphics you might see in games from EA or Sega. Theyve pretty much cornered the market when it comes to pretty graphics.
Were more interested in games that challenge your mind and not your hand-eye coordination. We plan to take hockey simulators (and perhaps sports simulators in general) to places theyve never gone before, The way we see it, the possibilities are limitless, much like real life hockey.
While IHM may not have photorealistic facial features for every player model in the NHL we do strive to create a game that really does make you feel like you are at the helm of your own hockey franchise.
We first started developing IHM in late 2001 and the development team consisted of two members, Bernhard von Gunten and Arik Dasen. The first real release of the game was version 0.1.1 in January of 2002. The game was playable but still very basic, more intended as a framework for future development. In July of 2002, version 0.1.2 was released with many updates to the game but after this release the project essentially went on hiatus until September/October of 2004.
Up until that time the project hadnt garnered much interest from the open source community, either the project was too localized to Swiss-style hockey or it perhaps just didnt get the exposure needed to get people to jump onboard, whatever the reason, IHM seemed to be more of a labor of love than a project that perpetuated itself. Fortunately, in October 2004, development kicked back into gear and all sorts of new and exciting features started to take shape. Some of these features include computer AI, multiplayer-support, trading/transfers, sponsoring/finances, full season/playoffs simulation, etc.
And the IHM team is currently working towards version 0.3, which has been dubbed a "Preview Release" to demonstrate a fully-operational playable game. Will this Preview Release set any kind of standard as far as hockey simulators are concerned? No, not yet. In fact, many elements within the game are still rather simplified, such as in-game simulation (which will begin development post-0.2), but we hope the Preview Release will compel other open source developers to help out with the project as there is still a lot to be done before IHM can be considered a complete game.
This website is intended to both introduce you to the game as well as to encourage you to participate and/or contribute to this project in some way. Whether you are a Java developer, a graphic artist, a beta tester, or something else entirely, we want to hear from you. IHM cant build itself, and while we have invested many hours into the games development we still have our limitations as to what we can achieve, both in time and resources. So if you think you can help out in some way, please let us know. Ideally, you should be a fan of hockey, but thats about the only prerequisite.
Main features:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
<<lessWhile we want the game to be intuitive, we arent looking to compete with the flashy 3D graphics you might see in games from EA or Sega. Theyve pretty much cornered the market when it comes to pretty graphics.
Were more interested in games that challenge your mind and not your hand-eye coordination. We plan to take hockey simulators (and perhaps sports simulators in general) to places theyve never gone before, The way we see it, the possibilities are limitless, much like real life hockey.
While IHM may not have photorealistic facial features for every player model in the NHL we do strive to create a game that really does make you feel like you are at the helm of your own hockey franchise.
We first started developing IHM in late 2001 and the development team consisted of two members, Bernhard von Gunten and Arik Dasen. The first real release of the game was version 0.1.1 in January of 2002. The game was playable but still very basic, more intended as a framework for future development. In July of 2002, version 0.1.2 was released with many updates to the game but after this release the project essentially went on hiatus until September/October of 2004.
Up until that time the project hadnt garnered much interest from the open source community, either the project was too localized to Swiss-style hockey or it perhaps just didnt get the exposure needed to get people to jump onboard, whatever the reason, IHM seemed to be more of a labor of love than a project that perpetuated itself. Fortunately, in October 2004, development kicked back into gear and all sorts of new and exciting features started to take shape. Some of these features include computer AI, multiplayer-support, trading/transfers, sponsoring/finances, full season/playoffs simulation, etc.
And the IHM team is currently working towards version 0.3, which has been dubbed a "Preview Release" to demonstrate a fully-operational playable game. Will this Preview Release set any kind of standard as far as hockey simulators are concerned? No, not yet. In fact, many elements within the game are still rather simplified, such as in-game simulation (which will begin development post-0.2), but we hope the Preview Release will compel other open source developers to help out with the project as there is still a lot to be done before IHM can be considered a complete game.
This website is intended to both introduce you to the game as well as to encourage you to participate and/or contribute to this project in some way. Whether you are a Java developer, a graphic artist, a beta tester, or something else entirely, we want to hear from you. IHM cant build itself, and while we have invested many hours into the games development we still have our limitations as to what we can achieve, both in time and resources. So if you think you can help out in some way, please let us know. Ideally, you should be a fan of hockey, but thats about the only prerequisite.
Main features:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
Download (0.84MB)
Added: 2006-02-08 License: GPL (GNU General Public License) Price:
1365 downloads
XymMS 0.9.1
XymMS is an XMMS input plugin capable of playing Sega Genesis GYM files. more>>
XymMS is an XMMS input plugin capable of playing Sega Genesis GYM files by
rendering DAC, FM, and PSG signals through emulation of the YM2612 and SN76496 sound chips found in the video game console. (CYM files will be supported in the beta release.)
GYM files are created by various emulators such as DGen and Megasis. XymMS supports ZLib compression and decompression, and other various settings for output quality, etc. You can compress and decompress files along with updating ID tags using the File Info window.
The emulation backend is courtesy the M.A.M.E. project. XymMS is based on code and ideas from the YMAMP and MSP Open Source projects.
<<lessrendering DAC, FM, and PSG signals through emulation of the YM2612 and SN76496 sound chips found in the video game console. (CYM files will be supported in the beta release.)
GYM files are created by various emulators such as DGen and Megasis. XymMS supports ZLib compression and decompression, and other various settings for output quality, etc. You can compress and decompress files along with updating ID tags using the File Info window.
The emulation backend is courtesy the M.A.M.E. project. XymMS is based on code and ideas from the YMAMP and MSP Open Source projects.
Download (0.064MB)
Added: 2006-04-19 License: BSD License Price:
1286 downloads
Xutumno 1.0a6
Xutumno is an X port of Utumno. more>>
Xutumno project is an X port of Utumno.
Xutumno is a port to the X Window System of Utumno, which is a graphical, real-time variant of the roguelike game Angband. Utilities for drawing new tiles are also included.
EXTRACTING, COMPILING & RUNNING
# tar -xvzf xutumno_src.tgz
# cd xutumno_src/src
# make
# cd ..
# xutumno.bin &
Enhancements:
- Code cleanup
- It is no longer necessary to recompile if a new tile is added.
- Some minimap bugs were fixed.
- Veins were added.
- Xutumno now compiles under Win32.
<<lessXutumno is a port to the X Window System of Utumno, which is a graphical, real-time variant of the roguelike game Angband. Utilities for drawing new tiles are also included.
EXTRACTING, COMPILING & RUNNING
# tar -xvzf xutumno_src.tgz
# cd xutumno_src/src
# make
# cd ..
# xutumno.bin &
Enhancements:
- Code cleanup
- It is no longer necessary to recompile if a new tile is added.
- Some minimap bugs were fixed.
- Veins were added.
- Xutumno now compiles under Win32.
Download (0.51MB)
Added: 2007-01-05 License: Free for non-commercial use Price:
1022 downloads
Heart of The Alien Redux 1.2.2
Heart of The Alien Redux project is a complete rewrite of game Heart of The Alien. more>>
Heart of The Alien Redux project is a complete rewrite of game Heart of The Alien.
This game was rewritten modern computers and consoles.
Heart of The Alien is the sequel for the undoubtably the best adventure of all times, Another World. Developed back in 1994 by Interplay exclusively for the Sega CD console.
This is an open-source project which aims to bring this highly-addictive game to all modern consoles and computer platforms.
<<lessThis game was rewritten modern computers and consoles.
Heart of The Alien is the sequel for the undoubtably the best adventure of all times, Another World. Developed back in 1994 by Interplay exclusively for the Sega CD console.
This is an open-source project which aims to bring this highly-addictive game to all modern consoles and computer platforms.
Download (MB)
Added: 2006-12-07 License: GPL (GNU General Public License) Price:
1064 downloads
Audio Overload 2.0b5a6
Audio Overload is a player for various types of music files which you may find on the Internet. more>>
Audio Overload is a player for various types of music files which you may
find on the Internet.
Whats it play:
21 console and home computer file formats are now supported.
.AY - Amstrad CPC/Spectrum ZX/Atari ST
.COP - Sam Coupe
.GBS - Nintendo Gameboy
.GSF - Nintendo Gameboy Advance
.GYM - Sega Megadrive/Genesis
.HES - PC Engine
.KSS - MSX
.MDX - Sharp X68000
.MOD - Commodore Amiga
.NSF - Nintendo NES
.ORC - TRS-80 Orchestra-90
.PSF - Sony PlayStation
.QSF - Capcom QSound
.RAW - PC-compatibles with an AdLib
.S3M - PC-compatibles with a GUS or SoundBlaster
.S98 - NEC PC-98
.SAP - Atari XL/XE
.SNDH - Atari ST
.SPC - Super Nintendo
.VGM - Sega Master System/Game Gear
.YM - Amstrad CPC/Spectrum ZX/Atari ST
Enhancements:
- Completely replaced the .NSF, .GBS, and .SNDH engines with substantially better-sounding and more-compatible versions. Big thanks to Shay Green
- (.NSF and .GBS, based on Game Music Box) and Benjamin Gerard (.SNDH based on the upcoming SC68 v2.3.0) for allowing us to use their code!
- CAB archive support. This is popular in Japan and many Japanese formats are commonly found in these containers.
- Fixed MOD note delay and note cut behavior.
- Added support for the S3M note cut effect.
- Fixed bug in the new RAR engine that caused crashes on some files.
- Fixed .RAW files that use a timer divider of 0.
- Fixed tempo of .QSF files.
- Fixed .S98 files using a tempo value other than 0.
- Fixed nasty pop/click at the start of .S98 files.
<<lessfind on the Internet.
Whats it play:
21 console and home computer file formats are now supported.
.AY - Amstrad CPC/Spectrum ZX/Atari ST
.COP - Sam Coupe
.GBS - Nintendo Gameboy
.GSF - Nintendo Gameboy Advance
.GYM - Sega Megadrive/Genesis
.HES - PC Engine
.KSS - MSX
.MDX - Sharp X68000
.MOD - Commodore Amiga
.NSF - Nintendo NES
.ORC - TRS-80 Orchestra-90
.PSF - Sony PlayStation
.QSF - Capcom QSound
.RAW - PC-compatibles with an AdLib
.S3M - PC-compatibles with a GUS or SoundBlaster
.S98 - NEC PC-98
.SAP - Atari XL/XE
.SNDH - Atari ST
.SPC - Super Nintendo
.VGM - Sega Master System/Game Gear
.YM - Amstrad CPC/Spectrum ZX/Atari ST
Enhancements:
- Completely replaced the .NSF, .GBS, and .SNDH engines with substantially better-sounding and more-compatible versions. Big thanks to Shay Green
- (.NSF and .GBS, based on Game Music Box) and Benjamin Gerard (.SNDH based on the upcoming SC68 v2.3.0) for allowing us to use their code!
- CAB archive support. This is popular in Japan and many Japanese formats are commonly found in these containers.
- Fixed MOD note delay and note cut behavior.
- Added support for the S3M note cut effect.
- Fixed bug in the new RAR engine that caused crashes on some files.
- Fixed .RAW files that use a timer divider of 0.
- Fixed tempo of .QSF files.
- Fixed .S98 files using a tempo value other than 0.
- Fixed nasty pop/click at the start of .S98 files.
Download (0.64MB)
Added: 2005-07-06 License: GPL (GNU General Public License) Price:
1580 downloads
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